Nicolii :
You're not seeing the hurdle that your argument is constrained by. 3d real-time graphics are not isolated on the GPU, the CPU is the bottleneck, this is why DX12 and Vulkan are so necessary for the future of games and what they are capable of.
For a GPU to display something it must always pass through the CPU first. Even the 3d creation programs. For example, I use Modo, it handles 1 object (one object can contain any 3d shape separate from each other and any number of polygons) with huge polygon counts very well, however it's a program of which its performance is killed when I have a large amount of separate objects, even if each of those only contain 1 polygon; this is the same for any real-time graphic display engine.
This is because of draw calls, any time the GPU wants to display any 3d object (again, polygon groups don't have to connect to be the same object, [check of how foliage is a special component within game engines]) it must go through the CPU as a draw call. A draw call is not the same as an instance however so do not mistake it for one. An instance is getting the data of that 3d object (the polygons, textures, shader calculations) and storing it in RAM, once; this is way it is possible to have a field full of grass and not be using a stupendous amount of RAM.
It would be amazing if we didn't have the CPU bottle-necking what is possible, but this is the way the world is. In the mean time, the GPU can be put to better use.
For a GPU to display something it must always pass through the CPU first. Even the 3d creation programs. For example, I use Modo, it handles 1 object (one object can contain any 3d shape separate from each other and any number of polygons) with huge polygon counts very well, however it's a program of which its performance is killed when I have a large amount of separate objects, even if each of those only contain 1 polygon; this is the same for any real-time graphic display engine.
This is because of draw calls, any time the GPU wants to display any 3d object (again, polygon groups don't have to connect to be the same object, [check of how foliage is a special component within game engines]) it must go through the CPU as a draw call. A draw call is not the same as an instance however so do not mistake it for one. An instance is getting the data of that 3d object (the polygons, textures, shader calculations) and storing it in RAM, once; this is way it is possible to have a field full of grass and not be using a stupendous amount of RAM.
It would be amazing if we didn't have the CPU bottle-necking what is possible, but this is the way the world is. In the mean time, the GPU can be put to better use.
I never said it is isolated ... you are always assuming things I did not say ... my main point is not to waste GPU power on people real look inside the game ... put the GPU power used for this some where else . thats all . you want me to add cpu to it? fine , CPU + GPU .. this is not the point of my discussion , my point is that true looking people is a waste of resources ... no one would care to see every hair on a man beard while playing a game thats all .